
Swirl W@tch is a tense stealth-action roguelite that takes place on an over-exploited gas giant. Infiltrate industrial installations, evade or eliminate guard ships, commit corporate sabotage and grow the movement to unlock new gear. Can your actions free this otherworldly world?
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 4 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Swirl W@tch is such a unique game and it pains me to see it so small. The game sorta borders what would be classified as a roguelite or just a game with procedural missions. -the objectives themselves you have to complete are usually not all that complicated but that is not problem with the game there are many other things going for it, and even if the objectives themselves are simple on paper many things work against you to make it more interesting. -Swirl W@tch is a game that restricts your information, and you spend time trying to build up that information as well as working towards your objectives -Swirl W@tch is hard, its AI is very smart and adaptive, so while most mistakes wont end your mission you are punished for them. It is a hard game and the progression is also pretty slow, but its still been very enjoyable working through and developing your tactics. -Swirl W@tch combat is quite discouraged and quite difficult but it is very fun. Its not the practical way out of most situations but its a nice bit of diversity in playstyles and a process to master. -The also has a fair amount of movement as well, but its not overly punishing even for someone like me who has not played many games with movement mechanics. Over all, Swirl W@tch is a very unique and interesting stealth game, I hope this provides a bit of information that the trailers do not cover
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I guess I'd compare it to Delta V's piloting + MGS V's stealth/interrogation mechanics (including some holdovers like the alert countdown), all inside the atmosphere of some gas giant. Also a roguelite. Very satisfying weapons. too. Keep in mind the game repeatedly kept itself open in steam after being closed for some ungodly reason - keep that in mind. If you have a problem with stuttering like I did, try reinstalling. Fixed it for me.
Это довольно странная игра, на самом деле. Когда я её покупал, я ожидал, что геймплей в ней будет крутиться вокруг сложностей управления своим кораблём и обнаружения вражеских кораблей в условиях атмосферы газового гиганта, что, в общем-то, довольно интересно. Однако геймплей тут из себя представляет вполне себе чистокровный стелс-экшен, а космические корабли бороздящие просторы атмосферы газового гиганта - это лишь оболочка, которая оправдывает и объясняет конусы зрения у противников и возможность понять, что тебя обнаружили. На самом деле, такой геймплей смотрелся бы гораздо привычнее в обёртке какого-нибудь условного коммандо с обычными людьми вместо высокотехнологичных кораблей. В этом плане я был несколько разочарован, так как мне бы больше хотелось, чтобы акцент был на сложностях управления, обнаружения и исследования, чтобы обращение со сложной машинерией типа того же корабля ощущалось именно как обращение со сложной машинерией, а не простое накидывание удавки на шею врагу или раздалбывание молоточком условного самогонного аппарата, каким тут ощущается промышленный саботаж на орбитальной газовой помпе. Я в целом я не то чтобы фанат таких вот стелс-экшенов, однако если смотреть на игру именно под этим углом, то ситуация резко выправляется, ведь с этой точки зрения мне сложно, да и не хочется придираться к этой игре. В каждый момент времени нужно отдавать себе отчёт в том, что и как ты делаешь, а также где находятся ближайшие важные точки, вроде тех, в которых можно прятать противников, чтобы те не очнулись, где проходят маршруты патрульных, с которыми ты ещё не справился и какие есть препятствия, за которые можно было бы спрятаться рядом. При этом всё осложняется тем, что изначально игрок не может отслеживать вражеские корабли просто потому что. Для этого нужны коды транспондеров соответствующих кораблей, которые можно получать при допросах или нужно тэгать противников специальными приспособлениями. До этого момента противники остаются невидимыми, если не засечь их эхолокатором или лидаром. Разве что отмечаются совсем уж близко находящиеся противники, но отмечаются они просто треугольничком, поэтому не понятно, что конкретно это за корабль и в какую сторону он смотрит. Ещё есть пассивный эхолот, который улавливает окружающий шум, в том числе и шум двигателей противников. Но это работает только если противник движется, а также есть объекты, которые тоже издают шум, но противниками не являются. В общем, если кратко, то ты никогда не можешь быть уверен, что почти прямо под твоим носом нет противника. Иногда из-за этого приходится перестраивать планы прямо на ходу, но чаще это приводит к перестрелке и поднятию тревоги, что почти никогда не заканчивается хорошо. Подводя итог, я могу однозначно порекомендовать эту игру всем, кто ищет хороший и интересный стелс-экшен, лично мне он очень даже понравился. Тем не менее, тем, кто ищет то, что искал изначально в этой игре искал я, лучше пройти мимо, так как тут этого нет почти совсем
I repositioned a piece of debris to fly at a guard to block their view. I missed. Instead i ended up knocking the hostage ship out of their confinement and into a gas cloud so i can pick them up safely. Excellent experience. Took to forgoing primary weapons to focus more of my points on boarding actions, LIDAR detection, trackers, extraction balloons and the tranquilizer-esque hack-dart secondary weapon. With a bit leftover so i can call in more resupplies. In summary: MGS5 in a gas giant. Call that gaseous snake.
Great indie stealth game, basically the gameplay loop of MGSV mixed strategic/tactical planning elements with imperfect information on enemies that keeps things interesting. This results in very methodical gameplay which I personally enjoy a lot. It gives me similar feelings as Duskers and Highfleet when it comes to high tension methodical gameplay and on-the-fly problem solving when your plans go wrong. The game has a low cost of failure and even if you fail missions, you generally extract enough enemies to unlock a few upgrades. Soundtrack is great with dynamic tracks similar to splinter cell chaos theory that adapt to the awareness level of your opponents. Sound design as a whole is really high quality for such a small indie game. My one gripe which will slow my progress and lower my overall playtime is the inability to suspend a mission on quitting the game and resuming afterward. As you play, you unlock harder and harder procedurally generated missions, but the mission difficulty is also tied to the mission length, so the longest missions also have the hardest enemies. Harder enemies detect you more easily and are often packed more closely together, so for me this generally means I need to take even more time to scan, tag and take down enemies to make completing objectives possible. This would be fine if you could at least suspend your run when quitting the game and resuming when you relaunch the game. I understand the desire to prevent "save scumming", but the current lategame mission structure makes it unrealistic for me and probably many others to have to play a 2h run without being able to quit the game. If the dev could add a way to suspend a mission when you quit the game (or at least reload you from the start of the current phase for 2-3 phase missions) and maybe make unlocks a tad faster to acquire, I would see myself playing this game for a long time and highly recommend it. Here is an interesting video on save scumming and the concept of failure spectrum. I think this game handles it brilliantly, but it could be improved to make it more accessible to people who can't always play for 2 hours straight. People had this complaint for Returnal for a while as well and the devs eventually fixed it. https://www.youtube.com/watch?v=Go0BQugwGgM
indie mgs 5
The Hyperspace Anthology is some of the best science fiction that I have had the pleasure of experiencing. The impression that the lore has left on me rivals the likes of Red RIsing by Pierce Brown and Skyward by Brandon Sanderson. The gameplay is also exceptional and unique. I would highly recommend this game to anyone who likes roguelites.
I very much like the ideas and mechanics here. It's just missing that addictive quality.
Amazing game! Just as amazing as the previous two. The lore just keeps showing up more and more and the games just keep getting better and better!
A stealth game that draws mechanical inspiration from submarine warfare. The most innovative and engaging stealth game I've played in years, absolutely worth a buy if you like stealth games and I hope other developers draw on some of these ideas. There's a development tracker in fine print on the mission hub that discloses units sold, dev hours, and effective wage given revenue / dev hours. As of writing that wage for making this game is $1.53 / hour. I think that's just tragic given how great this game is.
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Players by region
Where this game's players are, estimated from review languages.
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